Magic: The Gathering

Not the oldest game out there, but certainly one of the more well known ones. Originally set up as the idea that two wizards (you and another player) were in a duel using spells and summoning creatures, the game has evolved far beyond that original form into complex storylines and timelines that have pretty much given the thing its own multiverse and mythology (it's been thirteen years now?).

Yeah...I tried blending the older shadow-guys and tiny pump spells with some of the newer black spells in the time spiral blocks for fun. It's actually worked quite well and I've only lost with it once.

I mainly consist of Land, Instants and Sorceries with a few Creatures. Most of my Instants and Sorceries make the opponent discard and destroy their monsters while i gain health. Now that I've included more monsters also some with shadow I'm able to win more.

black/white then? You use Unholy Strength at all with the little guys?

Not really, i don't enchant my creatures much. I enchant other creatures and destroy them with some fun effects, like Pillory Of The Sleepless. Enchanted Creature Loses 1 Life, And it cant attack or block. Fun.

I was able to get all of my Dauthi Solders out today in a game, plus my big game hunter. It was awesome.

Basically it was a 1 vs 1 vs 1 and A person left of me played a deck of white while Pligon played his usual white/green. First turn, Swamp,

Second turn another swamp and got one of my dauthi solders out.

Third Turn, I got a plains out and a mourning thrull, and attack with my solder.

Fourth Turn, I Play another plains, I pull a Blind Hunter (and use its ability to make the Left person loose 2 life while i gain 2) out onto the field and attack with my 1st solder destroying a shadow that Pligon played out. (Im at 22, Left is at 18 and pligon used Martyr of Sands 32~)

5th Turn i get attacked by a 6/6 Samurai and i block with my mourning thrull, destroying it. I play Big Game Hunter and destroy the 6/6 and attack with my soldiers.

6th Turn- Left plays a card and destroys my Blind hunter and i use its haunt ability on my BGH and i bring out another Soldier. I Attack.

7th I Play Bitter Ordeal and i search Pligon's deck for stuffy doll. I was lucky, It was the next card to be drawn. I Attack again.

8th I was attacked by left and i Blocked With BGH killing it. I pulled out my last Soldier and attacked with my 2 soldiers.

9th I was at like 3 Health and i died. Only because i was double teamed half way in between when they realized that i was a big threat.

Meh... I hate playing with three colors let alone five. 1 land of every color out just to play that. I don't really see the potential in that card. HOWEVER if it said: "All slivers have the combined attack power of all slivers on your side of the field". I'd like that more.

That, combined with various dual/multi lands that've come out in recent months make the Legion a LOT easier to play than you'd make it sound. You don't need one of each land to play the thing...just one of each color, which is easy with the right deck.

Plus, having seven slivers out (this guy included) gives every one of the li'l buggers +6/+6)

I make my own decks, I have 5 different ones, a spirit/rat deck(green and black) a goblin deck(red), a sacreificial artifact deck(red and black) a white deck (protection and healing) and a black and white deck(annoyance).

White Decks:Soldier Tribal (Really not that hard to comprehend, is it? It's largely the basic soldier setup with tokens, catapult masters, warchiefs, etc., plus this version has some direct damage and counterspells (yes, white damage/counter) for a bit of sting if people pull something that can potentially stall the deck.

Blue Decks: Currently None. Working on a general counter/bounce screw-around that's designed to basically lock opponents out from being able to do anything.

Black Decks:Dauthi Tribal. Shadow creatures + unholy strength = very fast win. Not giving a crap about tournament legality, I've got dark rituals in here as well, so I can usually bring someone close to death if not beat them outright before they can pull anything damaging.

MBC. Consisting mainly of direct-life loss cards and creature destruction. There's enough enchantment killers (Grave Peril, Seal of Doom and the like) that can keep an opponent 's forces stalled, and it's running Pooling Venom, Dash Hope, CoC's, and some discard in case the opponent's not big on creatures themselves. Primarily uses gradual life loss or in desparate scenarios; a quick Drain Life w/Coffers to win.

Zombie Tribal. Okay, it's a slow setup I'll admit, but the minute even one warchief is out; the other guy's gone. Zombies either become too numerous and lowcost to keep out with bouncing/counterspells, or if the opponent is using creatures; Noxious Ghouls can routinely wipe the board clean each turn leaving nothing to block what usually becomes a pack of 7/5's

Madness. Just built recently actually. It's sort of a scattered deck that never really wins the same way twice O.o

RedDraco-Gob. Blame High School on this one. It was brought up that red/green mana accel was too slow for dragons, and eventually throughout the onslaught block; we noticed a few mana accelerators that provided the pure red stuff. Mirrodin handed us Seething Song, and from there on with assembly it's not impossible to be dropping out several flyers with haste in a few short turns. Plus; the goblins work nicely for those initial few points of damage.

GreenWeenie Stomp. Ridgebacks, Drakes, Magus of the Vineyard, etc. This deck runs mainly a TON of cheap green creatures alongside more expensive ones that can have their cost cut down to the point that you can attack with a 14/13 flying, haste. On turn two.

MultiFive Color Sliver Tribal Poison/Evasion. Virulent Sliver + Shifting Sliver + any other sliver out there = very short game. Manabase worked out with gemhide and the Ravnica dual lands. Homing Sliver provides tutoring.

Five Color Sliver Tribal Creature Control. Use of spined, vampiric, plated and sidewinder here basically let the little guys outlast any other creature in an endurance battle. Manabase worked out again with gemhide and the ravnica dual lands. Homing Sliver not required due to common nature of all parts involved.

Blue/Black Discard. Cards harvested from the "Suspended Sentence" precon. Most parts of it switched out in favor of more discard spells and megrim to actually make the silly thing effective.

Blue/Black Depletion (Dimir) Milling. Circu works on locking cards out, which happens quite frequently with the number of multicolored spells added. Primarily milling in the win condition. Uses 2x Tunnel Vision, and 4x Glimpse the Unthinkable, both found with Dimir Infiltrator if not readily in hand.

Green/Black Creature Smashing.Smaller stuff like Fierce Empath, Seal of Strength, Seal of Doom and whatnot hold things out for mana to build up. Lack of defense creatures gets the Avatar of Might out quickly, and Spiritmongers/Silvos follow. Essentially; the seals, Visara, and the Avatar clear out a path and the other guys storm through.

Red/ Burn (Rakdos)Ickspitters and Lyzolda are your friends. That is all.

Green/Black FungusAgain precon-based, though I took out some of the savage thallids/germinators in favor of more Sporesowers and some Sporoloth Ancients. Full playset of Deathspore Thallids added for creature control. Herd Gnarrs removed due to lack of better evasion/trample and replaced with a better creature pump (Nemata). General idea: overhwelm. Also added a Parrallel Evolution. Hey, if it's late game you might as well double the saproling count.

ArtifactModified Sunburst/counterWell, with the addition of artifact lands, I now officially have a 100% artifact deck. Prisms/basic land/ingots manipulate the colors enough for creature pumping to work on the myrs and mantas, or you can up the charge counters on a Heliophial and blast someone with that, oand my personal fav. involves mana-fixing on a Doorway to Nothingness for an instant-kill. Oh, and just to make it more annoying; there's a Darksteel Forge in here.

Blue/Black ModulationArcbound creatures. I actually rotated through different colors for them. White didn't have enough decent/cheap artifact assistants that actually worked WITH the cards. Green and red were too focused on destruction with no benefits, and I eventually found that black and blue did the best job of working with the little modular guys.

what I hate is people who get lucky with their deck and come up with all their mana in one burst so all they have to do is use every card they draw and then think they are better than you when you can beat them with the original rules aka one mana at a time and one card drawn. I also play hardcore tournament rules, mana burn and everything. anyways, it's just my opinion, same as I like playing with 3 other poeple instead of single matches all the time(with the same person too >_>)